John Bigboote Posted May 30, 2013 Share Posted May 30, 2013 HOW did you do 4096 subdivs? V18? Quote Link to comment Share on other sites More sharing options...
Fuchur Posted May 30, 2013 Share Posted May 30, 2013 HOW did you do 4096 subdivs? V18? Yes. v18 has new subdivision-levels up to 4096 subdivisions. (1, 4, 16, 64, 256, 1024, 4096 is possible with v18 right now) > 40, 41, 42, 43, 45, 46. 47 See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 30, 2013 Hash Fellow Share Posted May 30, 2013 The 4096 was added for 3D printing purposes, probably overkill for most other occassions. The OBJ for that test object is 31,194KB vs. 6KB for the A:M spline original. You're going to need a bigger hard drive if you want to do much of that stuff. The rendered one looks more offset, but I would say, that the renderer just has to decide which color he should show the closer together the surfaces are. It is very likely that the differences are really small there, right Robert? Probably small. It's an either/or situation. We can presume the center of a red clump is farther out than the edge but we don't know how much. For painting purposes it ought to be well within the limits of what the eye would ever notice. Quote Link to comment Share on other sites More sharing options...
Malo Posted June 1, 2013 Share Posted June 1, 2013 Hi, Thank William for the link. I have done a new test. Using Xnormal to bake a Sculptris sculpt on AM model. The two solutions have goods and bads renders. But I think, with a high export (4096 subdivs), unwrapp in AM will give a better solution. I will do new test then when V18 will be done. Quote Link to comment Share on other sites More sharing options...
ludo_si Posted June 3, 2013 Share Posted June 3, 2013 Hello. 3d coat est une bonne solution pour texturer. 3DCoat is a good sollution for texturing. I use it every day to sculpt, bake ao, emissive, spec details, etc. To use it you have to bake surface and export to obj with triangle. Make good uv maps on a very complicated subject is difficult and time in AM. Bake surface is the more easy. But there is a big problem with rendering. The rest is perfect. The biggest problem is rendering the texture bump, bump and normal map legacy. here a link to an old post that explains the problem with pictures. It's just a problem with bump mapping combined and bake surface. Without this problem using 3dcoat with AM is paradise. http://www.hash.com/forums/index.php?showt...757&hl=bump Quote Link to comment Share on other sites More sharing options...
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